Masters Thesis

Predictors of and barriers to engagement with the five primary esports genres

At the onset of the COVID-19 pandemic, traditional sports (tsports) were postponed until further notice. However, electronic sports (esports) resumed events with little interruption by shifting to a fully online format, resulting in a surge in viewership for esports events. With this increase in viewership, understanding the motivations that may convert tsports fans to esports viewers would be valuable to the growing esports industry. Study 1, conducted in June 2020, examined the motivational factors that predict engagement in esports events for sports-based video games (SBVGs) that were aimed towards satisfying tsports fans while tsports were postponed. Tsport consumption motivations for aesthetics and novelty positively predicted the likelihood that participants would watch a SBVG event as a replacement of their favorite tsports regardless of whether they were a current fan of esports. Study 2, conducted in January 2021, disaggregated esports into its five primary genres (fighting games, first-person shooters, real-time strategy games, multiplayer online battle arenas, and SBVGs) and investigated the motivational factors for tsports consumption that predict interest in consumption across the five genres. Motivations for acquisition of knowledge, attractiveness of the players, enjoyment of aggression, and novelty positively predicted the likelihood of consumption across multiple genres. However, participants who were motivated to consume tsports because of the physical abilities of the players were less inclined towards consuming esports. With respect to participants who had not previously watched esports, those who were motivated to consume tsports for social interaction were less likely to become esports consumers. These findings present novel insights for the esports industry that could expand the appeal of their products to future consumers and further accommodate the needs of existing consumers.

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